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View Full Version : D&D 3.x Other Active Defence (please PEACH)



Ashtagon
2019-04-07, 07:56 AM
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ACTIVE DEFENCE
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General:
Cannot active defend against area-effect attacks.
You must be aware of the attack to actively defend against it.
You cannot actively defend if you are flat-footed.
You cannot active defend against an attack that threatens a critical hit.
You can decide whether to actively defend after knowing the attack has hit, but before damage is rolled.
An active defence roll consumes your swift action for the round.
You can choose whether to dodge, block, or parry as an active defence.
You may choose to actively defend a second time in a round against a second attack; doing so consumes your next move or attack action (your choice). You cannot do this if you do not have such an action available to spend in advance.
You may choose to actively defend a third time in a round against a third attack; doing so consumes your next attack action. You cannot do this if you do not have such an action available to spend in advance.

Dodge:
You cannot be climbing or swimming (unless you have a natural climb/swim speed)
A dodge check uses the higher of your BAB or Acrobatics skill modified by Dexterity.
You receive a +2 bonus if you are fighting "single stick" (i.e., with nothing in your off-hand).
On a failure, the attack hits normally, and you are at -2 AC against attacks from all *other* opponents until your next turn.
On a critical failure, make a DC 10 Dexterity check. If you succeed you are at -2 AC against all opponents until your next turn, and you lose your next move action; on a failure, you fall prone.

Block:
You must have a shield or cloak in hand.
You cannot block firearms or ranged weapons more advanced than firearms.
A block check uses your BAB modified by Dexterity.
On a failure, the attack hits normally, and you lose your shield bonus against attacks from all *other* opponents until your next turn.
On a critical failure, make a DC 10 Dexterity check. If you succeed your shield is unreadied but still in hand; on a failure, you drop your shield.

Parry:
Must have a non-reach melee weapon in hand.
You can generally only parry other melee attacks, not ranged weapons.
A parry check uses your BAB modified by Dexterity.
Swords give a +2 bonus to parry; weapons with a disarm bonus grant that bonus to parry checks; two-handed weapons grant a -2 penalty to parry.
Chains, flails, and whips give a -4 penalty to *be* parried.
On a failure, the attack hits normally, and your attacks with that weapon take a -2 penalty until the end of your next turn.
On a critical failure, make a DC 10 Dexterity check. If you succeed your weapon is unreadied but still in hand; on a failure, you drop your weapon.

An unreadied weapon or shield is still in hand, but not held correctly to be used for combat. You cannot attack with it (except as an improvised weapon), and gain no shield bonus to AC from it. If you have the Quick Draw feat, you can ready the weapon or shield as a free action at the start of your turn. If you do not have that feat, readying the weapon or shield is a move action (or part of a charge action).